Conquest of Elysium 5

Conquest of Elysium 5

Starting Defense Only
68 Comments
grunkle lame 16 Mar @ 5:33pm 
mod isn't working in multiplayer currently
The Internet Janitor 15 Mar @ 10:45am 
Has anyone gotten this working in multiplayer recently? Seems to work fine singleplayer, but does nothing in multi with or without common cause enabled.
OneOfTheHomies 30 Jun, 2024 @ 1:14pm 
This is interesting and all, but being shot for 20 turns straight upon attacking an enemy without being able to move first is a TAD much.
Ronny Mc d 25 Jun, 2024 @ 10:44pm 
found you from Reggie on youtube great stuff
Scurvy Dog 🏴‍☠ 2 Jul, 2023 @ 1:59pm 
For anyone wondering, the mod seems to be working. Ballista commander spawns as commander along with your 2 faction commanders. I haven't encountered any issues so far.
Tanaka 19 Jul, 2022 @ 9:21am 
Any update planned? In order to fix this mod how to you locate the workshop file since it is not in the mods folder?
Aten 23 Jan, 2022 @ 9:51pm 
Anyone have fixes for the issue or another similar mod?? Going to try DarkCoffee's suggestion below
Soclub 8 Jan, 2022 @ 10:09am 
Adding to my previous:
Looks like players after the first *do* get their ballista commanders and ballista towers, but the commander spawns as a unit rather than a leader.
Soclub 8 Jan, 2022 @ 9:49am 
Same as for others, this mod is now replacing the class' starting commander (whatever that is for a given class) with a ballista commander (who uses the name entered at game start). A ballista commander unit---who doesn't register as a commander---also spawns, along with the ballista towers. Notably, this is only true for the first player! Other players appear unaffected.
Yugonostalgia 5 Jan, 2022 @ 12:52pm 
Turns my Starting Dvala into a ballista commander... a dubious promotion at best
DarkCoffeeDotOrg 11 Dec, 2021 @ 12:28pm 
The new patch messed up the mod for me as well, but instead of losing my starting leader, the ballista commander is not being promoted to a commander at all, therefore causing AI to be eliminated if they suicide all their normal commanders.

I was able to fix it myself by opening the .c5m and changing the first playerevent. On the newunits line, add c* before Ballista Commander, then remove the promote line. It should look like this:

playerevent
-minturnnbr 1
+turnnbr 0
-hascom -2 "Ballista Commander"
newunits -2 "c*Ballista Commander"
endevent

Haven't tested it thoroughly, but from what I can tell it's got the mod working as it did before the patch.
Malaclypse the Third 7 Dec, 2021 @ 11:57am 
I think the new patch messed up the mod; starting a game turns your starting leader into a ballista commander.
jnobody 10 Oct, 2021 @ 11:44pm 
Amazing mod, everything one could ever need to make AI not just die immediately, can make it so Dwarf queen AI is a consistent mook spawner to give a constant reliable hassle. Its also a great tell for when other mods break a save since the Commander and Ballista is shifted down the unit list.:steamthumbsup:
SNAPCRACK  [author] 2 Oct, 2021 @ 9:39pm 
@Methabroax Amazing tip, own the game before subscribing.
Methabroax 24 Sep, 2021 @ 8:31am 
I can't figure out how to get the mod to download. The game's mod folder is still empty after subscribing.
SNAPCRACK  [author] 19 Sep, 2021 @ 7:12am 
5.07 patch has fixed the issue.
Outis 18 Sep, 2021 @ 10:54am 
I don't think the issue with the mod itself, I think the 5.06 broke all event-based mods.
Hawk 17 Sep, 2021 @ 8:54am 
Yeah, echoing the other posts. Oddly after a turn or two I had the ballista commander spawn but not the ballistas. But they must not have spawned for the AI because one of the AI suicided. IMO this is a must have mod for the game, the AI is too stupid without it.
Rotte 17 Sep, 2021 @ 8:37am 
Just wanted to echo what Defender said - as of the last update, this mod no longer works sadly! Hope it will recieve an update soon, as it's a must-have for me to enjoy CoE5. Thanks so much for making it in the first place!
Defender 16 Sep, 2021 @ 10:23am 
After patch 5.06 from illwinter , your mod is broken for every player.

Every player become no balista and no commander.
Defender 14 Sep, 2021 @ 12:14pm 
Please dont understand me wrong.

I play this game only with your mod and when you put in the commanders all was ok in teamplay.
My ally Ai become the same as all other Ai.
But after two or three updates from illwinter something have changed.
But you are right , now i play with common cause on , thx.
SNAPCRACK  [author] 13 Sep, 2021 @ 1:48pm 
Not sure why that's happening. Just play with the common cause option if you are playing a team game.
Defender 12 Sep, 2021 @ 6:58am 
Teamplay with 1 ally are broken.

I start with 2 balistas and 2 commanders.
My teammember AI get nothing , no balista and no commander.
The other AI all ok.
Sambone617 9 Sep, 2021 @ 4:08pm 
Skimmed the comments and didn't see this said. If you are playing a team game, regardless of settings. The first player in the lobby list get's one balista tower and 1 commander for every team member. Not a real issue if playing with common cause but whatever.
SNAPCRACK  [author] 31 Aug, 2021 @ 10:26am 
@Saturn

That is just what the game shows whenever a mod uses events, and this mod uses events to be compatible with all custom classes.
Saturn 28 Aug, 2021 @ 4:22pm 
Why is your mod suddenly causing custom event popups upon changing months?
SNAPCRACK  [author] 25 Aug, 2021 @ 12:42am 
@Ricardo

your guess is as good as mine as to why that played out that way. I know mp is being tested right now, so I can't guarantee this mod working properly with it. I also don't have a good means to test mp either.

@zelos

You may be right about it not needing to be there but it's not hurting anything from what I can tell. So I've added it on the off chance it improves turn timers for some people. Anecdotally it's improved mine, but idk my computer might be whack or it's just a confirmation bias type thing based on lucky turn timers.
zelosdomingo 24 Aug, 2021 @ 10:44pm 
@Faheelee

In my testing, it only ever spawned them once using just +turnnbr. I think it requires the turn number to be exactly that number in order to fire the event, I.E., you set it to 0, it will only ever fire on 0. As far as I can tell, anyway, that's how it works.

Unless I misunderstand the turn system entirely, which very well could be the case.
RICARDO ♂ MILOS ♂ 24 Aug, 2021 @ 10:40pm 
Alright I answered my own question, it does not work with the Illwinter Server set up, it does work if you host your own server. However we had a bug where the host's commander dies on the start of turn two. Also it does not spawn the ballistas for other players, they do get their ballista commander on turn two though.
SNAPCRACK  [author] 24 Aug, 2021 @ 10:30pm 
@zelos no prob.

The -minturnnbr 1 theoretically sets a limit to when the event can fire. If anything I noticed that it helped improve turn times. Anecdotal for sure, since the only measure is spamming end turn, but hey.

Also I think it prevents the very obscure chance of a player recapturing a lost capital (where the ballista turrets died) and having a fresh set of turrets spawn since none were alive.
zelosdomingo 24 Aug, 2021 @ 10:17pm 
Hope you don't mind, but I stole your idea of spawning in units via Event to make a QuickStart custom class compatibility mod, since a lot of people seemed to want that. Credited you for the idea in the description. Thanks for the inspiration.

Also, as far as I can tell, the "-minturnnbr 1" line in your event is unnecessary? Might have had something to do with the slow custom events thing.
SNAPCRACK  [author] 24 Aug, 2021 @ 9:57pm 
Not sure
RICARDO ♂ MILOS ♂ 24 Aug, 2021 @ 7:42pm 
Does this work on multiplayer through the Illwinter Server set up?
SNAPCRACK  [author] 23 Aug, 2021 @ 3:47pm 
Glad to hear that did something. It was hard to tell from my end.

I'll try and keep up with updates on the mod manual to see if there's anything else I can do with event triggers.
King in Yellow 23 Aug, 2021 @ 3:35pm 
Last update definitely improved this issue, it's barely noticeable now! Thanks for the great work :cupup:
SNAPCRACK  [author] 23 Aug, 2021 @ 11:58am 
@King in Yellow currently it seems like that is the price for having this mod work with modded classes. I'm not sure why it does that since the only event defined is on turn 0 (turn 1). I'm hoping it's a bug.

Also, I'm not sure how many people are actually using this mod with modded classes so that also makes the decision difficult. Turn times are slightly faster when not using the playerevent line.

I'll look into seeing if it's possible to change, but I've been playing a while with it, and the turns still complete quickly so I don't see it as a huge problem.
King in Yellow 23 Aug, 2021 @ 4:53am 
Since the last update the game hangs for a couple of seconds at the Custom Events phase during the end of turns.
SNAPCRACK  [author] 23 Aug, 2021 @ 2:14am 
The unit that isn't even a commander is blocking the view of your fort? That's a bit of a nitpick.

Put a commander on your capital (or you know, give the stationary commander that you start with some units to lead so that his sprite shows instead).
Tanaka 22 Aug, 2021 @ 11:59pm 
Yeah the size of the ballista graphic covers up the fort too...
Tanaka 22 Aug, 2021 @ 6:12pm 
Ah thanks for both!
SNAPCRACK  [author] 22 Aug, 2021 @ 5:36pm 
@tanaka

I changed how the mod works so now it applies to modded classes.

Also, I'll work on making the Ballista Tower slightly smaller so it doesn't clip on large fonts.
Tanaka 22 Aug, 2021 @ 3:17pm 
The Ballista graphic seems to be very off in the description? I use the bigger fonts option so maybe that has something to do with it? Works with mods now don't know what the issue was before...
Tanaka 22 Aug, 2021 @ 3:05pm 
Perfect! Adding a commander fixed the other AI dying issue. Much thanks!
Volthar 22 Aug, 2021 @ 10:01am 
Thanks for this. The AI dying so quick is really annoying
AdlerEule 22 Aug, 2021 @ 6:13am 
Not having half the AI die in the first 5 turns is an amazing sight to see, thank you for the Mod.
King in Yellow 22 Aug, 2021 @ 4:58am 
Love how you kept the tone of the game with the descriptions, great work! :cupup:
SNAPCRACK  [author] 21 Aug, 2021 @ 9:16pm 
Also, if you had any problems loading your saved games in the past 30 minutes, it should load properly now.
SNAPCRACK  [author] 21 Aug, 2021 @ 8:52pm 
Okay it's compatible with all modded classes. Enjoy.
SNAPCRACK  [author] 21 Aug, 2021 @ 8:39pm 
I'm also going to be testing a solution to accommodate all future custom classes as well. Should take me a few minutes to test but I think it will work out fine.
toastylewis 21 Aug, 2021 @ 8:16pm 
@m11kire Looking at the c5m file, mod is not event based but rather modifies the starting units of each class directly, by class #, so I'm pretty sure it will not work on any mod class that is not replacing a vanilla class.